G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UNiagaraDataInterfaceDataChannelWrite Class Reference

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UNiagaraDataInterface
static UClass StaticClass ()

Public Attributes

Data Channel
uint AllocationCount
 How many elements to allocate for writing per frame? Usage is defendant on AllocationMode. TODO: Allow allocation count to be controlled dynamically from script?
bool bPublishToGame
 Whether the data generated by this DI should be published to the world game data channel. This is require to allow game BP and C++ to read this data.
bool bPublishToCPU
 Whether the data generated by this DI should be published to CPU emitters in other Niagara systems.
bool bPublishToGPU
 Whether the data generated by this DI should be published to GPU emitters in other Niagara systems.
bool bUpdateDestinationDataEveryTick
 Whether this DI should request updated destination data from the Data Channel each tick. Some Data Channels have multiple separate data elements for things such as spacial subdivision. Each DI will request the correct one for it's owning system instance from the data channel. Depending on the data channel this could be an expensive search so we should avoid doing this every tick if possible.
UNiagaraDataChannelAsset Channel
 The data channel to write to.
ENiagaraDataChannelAllocationMode AllocationMode
 How should we allocate the buffer into which we write data.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AllocationCount

uint AllocationCount

How many elements to allocate for writing per frame? Usage is defendant on AllocationMode. TODO: Allow allocation count to be controlled dynamically from script?

◆ AllocationMode

How should we allocate the buffer into which we write data.

◆ bPublishToCPU

bool bPublishToCPU

Whether the data generated by this DI should be published to CPU emitters in other Niagara systems.

◆ bPublishToGame

bool bPublishToGame

Whether the data generated by this DI should be published to the world game data channel. This is require to allow game BP and C++ to read this data.

◆ bPublishToGPU

bool bPublishToGPU

Whether the data generated by this DI should be published to GPU emitters in other Niagara systems.

◆ bUpdateDestinationDataEveryTick

bool bUpdateDestinationDataEveryTick

Whether this DI should request updated destination data from the Data Channel each tick. Some Data Channels have multiple separate data elements for things such as spacial subdivision. Each DI will request the correct one for it's owning system instance from the data channel. Depending on the data channel this could be an expensive search so we should avoid doing this every tick if possible.

◆ Channel

The data channel to write to.